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Yeah. At least as far as I know. I am sure I've never seen an 'already confused' message from a move like that in any main-series game or on the simulators I've used. The same goes for other secondary-status moves too, i.e scald, discharge, tri attack. Not that I know those are an issue here- it could just be confusion ones (or it could be water pulse; I'm assuming that it uses the same code as, for instance, signal beam though)

The move flag which denotes a move as being sound-based wasn't compiled properly (at all, in fact) in version 8 or earlier. Soundproof was effectively useless then, since there was nothing it worked against. As mentioned in the bug fixes, it's been fixed in version 9.

Quote originally posted by AmethystRain:

Toxic Orb activated immediately after the Pokemon was sent out. Normally it should activate at the end of a turn when the Pokemon has already been out (or has just been switched in mid-turn).

Toxic Orb only occurs at the end of each round. There's no way it would occur immediately upon putting a Pokémon into battle. I think that's a dodgy report. Unless you meant Toxic Spikes, but I assumed they worked immediately.

Messages duly changed.

Setting the ability of a trainer's Pokémon will definitely give it that ability, 100% of the time. The override flag (which this parameter sets) is an absolute. Anything you write down in trainers.txt will absolutely be the case.

Interesting. I... still don't see the sound note on the wiki, but I have a tendency to overlook things. Okie.
Definitely meant Orb, but I'll accept the faulty report thing.

The reason I ask about the ability flag is because he and another player have also reported that it doesn't always have that ability. The Pokemon question was a Poison Heal Breloom, hence the aforementioned Toxic Orb, and one of those players reset the battle repeatedly until he got Effect Spore, allowing him to win the gym match because Breloom killed itself. The other player had Effect Spore right away. All other instances have had Poison Heal though. So... I probably messed something up somehow.

The ability code hasn't changed in a while (not in the last few versions, at least), and I'm certain it works properly. It'll be something you mucked up. Make sure Breloom is defined properly in pokemon.txt and trainers.txt. Also, make sure your players are playing your game.

Certain berries, when the player plants them, grow into Pokeball sprites. They appear as blinking Pokeballs on the map once they sprout. This happened in the unmodified download as well as my altered game.

This was version 8, but I saw no reference to this on the bug fixes, so I'm presuming it still happens.

Certain berries, when the player plants them, grow into Pokeball sprites. They appear as blinking Pokeballs on the map once they sprout. This happened in the unmodified download as well as my altered game.

This was version 8, but I saw no reference to this on the bug fixes, so I'm presuming it still happens.

I have a major bug report!
when i made the shadow pokemon, and made gave it the shadow type and everything, when i went to catch it from the trainer, everything just dissappeared, can you please fix this, so i can add shadow pokemon to my game?

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OK
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It has so far only happened in outdoor maps, and most often happens on certain maps near where they transition to another map. At first it just happened occasionally while walking around, but I recently put an item near (not on) the edge of one of the problem maps, and a similar message appears when I try to pick it up. The message is the same except for the first few lines:

Quote:

...
Exception: RuntimeError

Message: Script error within event 9, map 75 (Route982):

Exception: NoMethodError

Message: Section082:1195undefined method `[]' for nil:NilClass

***Full script:

Kernel.pbItemBall(PBItems::GREATBALL)

Interpreter:243:in `pbExecuteScript'

PokemonField:1192:in `call'

PBEvent:54:in `trigger'
...

This happened a few times in the unmodified version, but it's hard to recreate in a different project because it seems to have hotspots. I have no idea what it is about these maps that makes it happen more often.

Other minor bugs:

If I use debug mode to faint all my party pokemon, the player will not black out, and trying to enter a battle and send out a Pokemon will break the game.
(I did this while trying to test a restarting script)

If a ledge tile is adjacent to water, the play can surf over it; they will hop over the ledge and keep surfing on the ground. Happens if away from the water is down the ledge.

Pokemon can switch out after being hit by rock tomb

Mirror Coat reflected the damage from an attack that missed.

SUCKERPUNCH worked when I switched the target Pokemon out (not readying an attack). I'm going to keep it that way for my game because I like it, but I don't think that is supposed to happen.

I can't give much detail on the context of this happening because it happens erratically in many different situations. This error message keeps popping up and crashing the game:

It has so far only happened in outdoor maps, and most often happens on certain maps near where they transition to another map. At first it just happened occasionally while walking around, but I recently put an item near (not on) the edge of one of the problem maps, and a similar message appears when I try to pick it up. The message is the same except for the first few lines:

This happened a few times in the unmodified version, but it's hard to recreate in a different project because it seems to have hotspots. I have no idea what it is about these maps that makes it happen more often.

Unmodified version 9? Because your error messages make no sense according to the code in v9.

Quote originally posted by Snarkbutt:

Other minor bugs:

If I use debug mode to faint all my party pokemon, the player will not black out, and trying to enter a battle and send out a Pokemon will break the game.
(I did this while trying to test a restarting script)

If a ledge tile is adjacent to water, the play can surf over it; they will hop over the ledge and keep surfing on the ground. Happens if away from the water is down the ledge.

Pokemon can switch out after being hit by rock tomb

Mirror Coat reflected the damage from an attack that missed.

SUCKERPUNCH worked when I switched the target Pokemon out (not readying an attack). I'm going to keep it that way for my game because I like it, but I don't think that is supposed to happen.

Volt Switch/U-Turn: When it KOs a wild Pokemon, the user is still prompted to switch before the battle ends (EXP is distributed correctly, though). This doesn't happen in the main series games.

Beat Up: In a double battle again two separate trainers I don't believe it should count both trainer's Pokemon.
Ex: Player vs Trainer 1 and Trainer 2, each with three Pokemon. Each has one Pokemon KO'd.
Houndour used Beat Up and it hit four times.
I believe it should've only hit twice.

Exception: RuntimeError
Message: Undefined Trainer constant name: ﻿CAMPER
Name must consist only of letters, numbers, and
underscores and can't begin with a number.
In addition, the name must be defined
in trainertypes.txt.
File PBS/trainers.txt, line 1
﻿CAMPER
Compiler:928:in `pbGetConst'
Compiler:970:in `parseTrainer'
Compiler:1382:in `pbCompileTrainers'
Compiler:1380:in `loop'
Compiler:1474:in `pbCompileTrainers'
Compiler:4052:in `pbCompileAllData'
Compiler:4170

I get this whenever I try to edit trainers.txt through notepad directly, and yes, I have CAMPER defined, so the solution isn't obious. That is an old essentials bug I guess... For some reason whenever the engine needs to compile the edited .txt it thinks something went wrong, I've searched the entire Compiler script for something but it just doesn't work...

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